A Test of Chaos - the Test of Skill
The Test of Skill is a traditional mini-dungeon, a single floored testing area that the Guild has populated with the traditional foes of enemies - or rather, Clockwork Soldier made up to look like them.
The idea is to prove a simple level of skill, to avoid people dying, and there is more than one way to wade through this dungeon.
This test is overseen by Guildmaster Green, Vialos Kilam, one of the more martial members of the Guild. Despite this, he is watching over the test via magic and will interrupt if they violate the rules or look like they might be in danger.
Completing the challenge by putting the three icons in the altar will earn the party a Pass on the Test. There are a few chances to pick up - or lose - reputation with the Adventurer's Guild, as the party and their deeds are under quite close observation.
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Table of Contents
Introduction Test of Skill - Guildmaster Green - Overview - Introduction - The Test - Rooms 1-10 - The Test - Rooms 11-20 - The Test - Room 21 - Aftermath Test of Diplomacy - Guildmaster Red Test of Valour - Guildmaster White Test of Cunning - Guildmaster Grey Test of Knowledge - Guildmaster Blue Test of Grace - Guildmaster Violet Test of Survival - Guildmaster Black Conclusion Consequences Non-Player Characters and Enemies |
Introduction
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The Test of Skill takes place at the Guildhall, but as the group approaches the moderately grand and still under construction building they find the doors firmly closed. A small sign points towards a side entrance, noting 'Test of Skill Applicants this way. Closed to other business for the day.'
The smaller side entrance leads directly underground, the narrow staircase lined with torches to provide light. The bottom of the staircase opens into an impressive, circular chamber.
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Several groups await there turn in this antechamber, with a massive figure on a podium by several entrances organising them. The helmeted figure looks over and booms, "Welcome! I shall be with you in just a moment!"
The players have a few moments to prepare here. If they want to look around, they may recognise Joset Frall, whose group is waiting for there turn and can't offer more information.
After a few moments, the man in lightly opalescent green armour approaches the group, strange devices and engines hanging off it. The figure is massive, towering over most people and probably approaching seven feet, and makes a significant amount of noise on his approach.
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"Excellent, excellent, welcome to the Test of Skill. I am Kilam, the green one. The goal is to gather the three icons, place them in the altar, and get the treasure - just like a real quest, yes!?" Kilam laughs in echoing fashion. "Now, please, remember not to loot your foes, yes? They must be used again later. Here, I shall give you this map of the dungeon. It is mostly correct! Are there any questions? I will not answer ones about mysteries within or secret passages."
As promised, Kilam will cheerfully answer any other questions, but there's a limited number of things the party can ask without getting a finger bigger than someone people's hands waggled at them.
The same holds true for secret passages, unless someone points out he rather gave the game away, in which case Kilam holds a hand over where his mouth likely is behind the helmet, as though he blundered. It was, of course, a deliberate slip, to see who notices.
If asked about one of the other tests, Kilam will laugh. "Oh! Loophole, yes? Well, my compatriots have spent much time setting up there own tests, so I shall not answer that either. Would be insulting. But such thinking is good, so I shall say this - search the North West for a secret reward."
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Playing Vilos Kilam - Guildmaster Green
Kilam is a jovial half giant who is rather more intelligent than he wants to let on. He deliberately gives the idea that he's not clever enough to use magic, which can come as a shock. Against new recruits anyone who acts aggressively will get a laugh and a pat on the back - which requires a Physical Prowess test to avoid getting knocked over. If truly attacked, Kilam will fight back. He is not subtle and is much stronger than the party, so this will almost certainly end poorly for them, but he won't kill them - he can even revive those he mangles too badly - but it will cause a -1 Reputation with the Guild, and KIlam won't be especially impressed. |
If asked about there safety or healing, Kilam waves one hand. "The Test is monitored for your safety, no need for concern. We have never had fatality on this test!" If anyone reminds him that this is the first time anyone has actually done this test, he will laugh again. Reassuringly.
The Test
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Room 1 - The Entryway
This long corridor is lined with statues, each in it's alcove along the side, 9 on either side. Each seems to hold a figure of legend and story, brave heroes who have done some great act to earn them there place in the annals of time. The double bronze doors at the far end have a message written on them, large enough to be seen from the entrance, 'Having passed through the gaze of heroes past, make now certain that your legend lasts.'
For the most part, the Entryway is what it seems to be. If the party checks the statues, give them a chance to roll Perception to notice the Easy (+20%) secret entrance on the first statue to the North, and to notice the much more Challenging (-10%) secret passage to the South. Both will put them much closer to one of there goals than the normal route will, and it can make for a slightly easier movement to find them.
Room 2 - The Chamber of Prologues
The large stone room is lit by flickering braziers of bronze, there flame an oddly dark red. Doors lead to the North, South and East along with the Entryway to the West.
A cloaked figure in the middle of the room turns slowly towards the doors, and points in the party's general direction. "Brave Heroes! Only You Can Save Us From The Threat Of The Abyss! The Three Talismans Of Ancient Power Have Been Stolen By Dark Forces! Return Them To The Altar And Save Us All!" The figure then returns to its previous pose.
If any of the party choose to make a Perception Test, they can notice that the voice from the figure sounds very much alike Kilam putting on an accented voice and being very dramatic. If any of the party approach the figure, to ask questions or simply to see what's going on, it launches into it's speech again. Each time it makes the chance of noticing the accent 10% easier. Pulling back it's hood will reveal a mechanical frame and little else beneath it. Breaking it will be met with a voice yelling at them, "No! The next test applicants must use this too!" but no-one will come to stop them. It will net them -1 Reputation with the Guild, however.
If they check the doors, they find them all unlocked (as the map marks) and untrapped. A Simple Perception Test on the North Door brings the sounds of some kind of celebration.
Room 3 - Victory Celebrations
The walls of this room have been painted painstakingly to resemble an outside field at night, and the ground is covered in some kind of soft green felt. In the middle of this sits three 'Orcs' around a campfire, dressed in furs and celebrating with steins of beer and deeply engaged in singing a song of blood and bones. A door leads to the South and a trail, decorated like a spooky-looking woodland trail, leads West.
The 'Orcs' are the standard enemy of the Test - Clockwork Soldiers made up to look like other creatures. It is quite possible to sneak past the band of drinking Orcs, as the soldiers are not especially perceptive.
Of course, if the party launches an attack, the 'Orcs' will cheerfully fight back.
Tactics: The Clockwork Soldiers are probably smarter than the PC's, but have been programed to act like an Orc raiding party, and simply charge with there axe, collapsing with screams of 'ARGGHHH!' or 'Curse you warriors of good!' as they fall. There axes aren't sharp, and the Clockworks aren't fast enough to make much use of them. It should be a fairly simple fight.
If the Party attempts to loot the 'Orcs' they will quickly find that they are mechanically beings. Attempts to salvage parts will be met with an annoyed voice telling them off and Vilam at the end, demanding them back, along with a -1 to Guild Reputation.
Room 4 - A Clearing in the Woods
The door leading off the fake wooded path squicks a little as it opens, revealing another room decoarated like the outdoors. This one seems to be a more open area, representing a forest clearing. At the far side of the room three figures, bound in rope, sob softly as three 'Orcs' discuss how best to cook them. "Stew is the best way to do cook -insert sentient creatures- my mother told me." "No, clearly slow roasting is best for these -insert sentient creatures- that we have captured." No other exits lead from this room.
This room is simply here to see if the heroes will go out of there way to rescue people, or in this case, mannequins. The fact it moderately steps on the toes of another test is another matter. As soon as the heroes enter the three will attack them.
Tactics: The 'Orcs' will simply charge the party. However, if one of the party attempts to bypass them and go for the hostages the Clockwork Soldiers will focus there attacks on that party member, or members, to try and stop them.
Result: If the party rescues the poor hostages, a voice will come from one, saying, "Brave warriors, thank you! I have heard tell that the silver tree between two red oaks hides a secret! May this knowledge help you!" This is in reference to the secret room 21, which is not marked on there map. If the party travels that corridor, make sure to mention silver trees and red oaks to get them to search.
Room 5 - Dark Ritual
The door creeks impressively as the party opens it. This dark room is lit only by the fire underneath a large, central cauldron. "The Sacrifices have arrived," the largest of the three utters in a deep, rough voice. "Prepare them." The others nod and turn towards the party...
This room is, typically, here to force a fight with three spellcasters. It's also quite possibly the first time the party has encountered a Lieutenant, making this a little more of a battle than the previous 'Orc' encounters.
Tactics: The Mages will hurl firebolts, trying to keep away from the Party as much as possible. To aid this the Leader will use there Pin Shadow spell on whoever looks the most dangerous in melee. Unlike previous enemies they will also try and keep there distance, backing off as much from melee attackers while still able to cast at least one spell.
Special: After leaving this room and heading along the corridor to Room 6 it should make a note of two things. The first is the hidden door back to the entrance which is still Easy (+20%) to locate. The other is the entrance to the hidden room, 21, further along the corridor. This room requires an Ordinary test to find, unless they got the hint from room 4, which makes it simple (+10%).
Room 6 - Evil Statue. Of Evil.
The corridor's painted woods slowly fades to sand and scenes of a desert. A dark, stained door blocks the passage.
The door is not locked, but takes a little effort to push open thanks to the additional sand inside, which has become impressively black and sparkling. A tall statue of a hooded figure dominates the middle of the room, holding a large heavy looking fire opal in one hand and the other three positioned in various ways, clearly intended to defend the gem.
Two doors lead to the south and to the east.
The Trap: The statue is a pretty clear and obvious trap. What is less obvious is how the trap will work. Most adventurers will focus on the arms, which indeed will try and grab anyone who tries to take the gem (Each one making a 55% Grapple attack at any target within 1m when the gem is moved) but the real issue is the hidden trap in the plinth, which will send electricity into the iron sand around the statue. This deal 1d5 damage and can be halved with a successful Agility test with no armour to reduce damage. This will continue for 1d5 rounds unless the gem is replaced, which could be distinctly unpleasant.
Each trap can be disabled fairly easily, (Simple +10%) with the exception of the one in the plinth. It's an Ordinary test to disable, and requires a Perception check to find.
Other than avoiding the trap the goal here is simple - get the gem to room 19, the door to which can be unlocked from this side.
Room 7 - Search for the Key
It's difficult to describe the room on entry, but it is easy to summarise: keys. Keys are piled on tables, in heaps on the floor, even hanging from the ceiling on strings and chains. Thousands upon thousands of keys, ranging from keys the size of a halfling's fingernail to the legnth of a giant's arm. Gold, silver, bronze and bone all gleam in the lamlight
The goal here is to find the single key among all of those present which happens to be the real one, needed in room 11. With so many to choose from this may take some time...
The goal here is to test your players innovative skills and creativity a little. Perhaps they decide that the real key won't break, and use area of effect attacks to remove whole sections. Perhaps they realize, with the keys in rooms 8 and 9 being silver and gold this one will be bronze - indeed, there is only one made of bronze in the same shape as those keys. It doesn't matter, especially, which method they use - there's no hidden risk or danger here - but feel free to move the day along a little if they spend a long time here.
Not everyone is great at things like this, however. If the party struggles then let them make an Intelligence test to get hints about a solution, such as one of those above, or let them each spend half there Luck to find the right light.
If they decide to steal some of the keys - some do look quite valuable - Killos' voice will announce, "Ah, please, put those back for next group to use. I do not wish to remove them at the end of the test." Which he will cheerfully do, holding whoever has a key upside down and shaking until it falls out or they give it up.
Room 8 - Pillar Leap
The door into this room opens onto a dark room, the sole light by the door itself. A thin strip of flooring abruptly drops off into a dark void, a lady on the east wall descending down as well. A few meters away some kind of pillar can be made out, its top quite flat and sturdy.
On a succesful Perception, or if a character can see in the dark, they are able to spot a series of three pillars with a silver key suspended on a chain above the last. Equally, they can test via stone or torch to find the dark pit isn't bottomless, but contains a dark pool about 10m down.
This room is quite simple - someone must make three Agility Test, starting at Easy (+10%) then going to standard (+0) and finally Challening (-10%). On a failure they plunge into the water below, but the fall is only about 10m and the water quite warm, oddly.
Alternatively, let the party use other methods - shooting through the key's loop with an arrow tied to string, magic that can grab and pull it from a distance, etc. The goal is to get the key, the method is up to them.
Room 9 - Sand Trap
This room is well lit, torchlight sparking off the crystalline sand on the floor. At the far end of the room a golden key sits on a plinth within a crystal case.
The trick here is in two parts. First, the case will prevent any long range magic or tricks to grab the key - it's latched in such a way that you need two hands to open it, and warded against magic.
That leaves getting across the sand to reach it. Unfortunately, this sand has been enchanted to act like the quick sand of stories - walking over it will cause the person to sink. They must make an Agility or Physical Prowess test to avoid sinking. Three failed saves will see them sink to there waste and warp back to the Entrance.
What they are carrying and wearing will also play a factor. For every five points of items they are carrying, as explained in Equipment, they take a -5% to there tests. Equally, wearing Light, Medium or Heavy armour offers a 5%, 10% and whopping 15% penalty, respectively.
The first player to make three succesful tests and get across the sand can grab the key. Once they do the sand loses its unpleasant qualities and becomes simple, sparkly sand, making the walk back somewhat easier.
Room 10 - Illusionary Mirror
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Opening the door into this room reveals a mirror. Mirror after mirror forms a corridor, almost impossible to see and hard to navigate. There is no obvious light but it is perfectly simple to see, and no other doors in sight.
This room is quite simple - the maze itself is completely unsolvable, as there is no path through, but it does occasionally change when no one is looking. Touching the mirrors quickly reveals they aren't real, however, which will probably happen quite quickly. If nothing else someone is likely to try breaking a mirror quite quickly.
Once the illusion is shattered they can, just, make out the doors through the illusions. The doors to rooms 10, 11 and 18 are easy to spot, but the one to room 18 is hidden behind a second illusion that does not fail when the mirror illusion does.
Room 11 - Gas Trap
This room contains lights in crystal globes above three statues - a little girl made of gold on the west wall, a woman made of silver against the north and a crone of bronze to the east. On the plinth of each there is a key hole. The woman, the statue across from the doorway, also holds a scroll that can even be read from there - Adventurers should work as one, turn as one, breath as one, die as one.
The scroll is both a note about solving the puzzle and a warning to the trap - each key from rooms 8, 9 and 10 must simply be inserted into the correct keyhole and turned at the same time. Doing so will make the scroll in the maiden's hand roll up, despite being made of solid silver, and revealing miniature loom made of gold, silver and bronze.
The problem is the room also contains a gas. When the party first opens the door and reads the sign have them roll a Physical Prowess test. Every thirty or so seconds - everytime someone moves once or twice, or tries something, have them test again. On two failed test they feel queesy. On three they become light headed. On four they become disorientated, gaining the Fatigued condition. On five, they pass out. If the whole party goes down they wake up in room ten, surrounded by illusionary mirrors to show them just how terrible they look but none the worse for it.
Room 12 - Ruins
This room has been set like a scene from an attack. The room is dominated by a ruined building, still smouldering heavily. The walls are painted to resemble a scene from a city, a scene of a city under attack. Two figures lay on the ground, unmoving. The ceiling reaches up, high into the darkness. Doors, painted to resemble streets, lead out to the North, East and West.
This area is simply to set the scene for this area - a demonic incursion within a city. The fallen figures are simple mannequins, and the building charred with a third burned figure within in, but nothing of much use.
If the players pass a Perception check in this area they will notice something scuttling along the walls above, but once noticed it vanishes.
Room 13 - Wounded
This area resembles a market square, but the carts and stalls have been shattered, smashed and destroyed. Bodies lay in various award positions. On top of one lamp post a crow squawks.
The area is another one to set the scene, mostly. Searching among the stalls and carts finds a variety of wax foods and about 120 copper pieces.
In addition, on a successful Perception, they find a survivor! One of the bodies is groaning slightly. If checked, the fallen form - another Automata dressed to look like a young woman - will say in a voice that sounds a lot like Killam Villos talking in a high pitched voiced, "Above, they came from above!" and will then 'pass out' from there wounds, illusions on there clothing.
If they are 'healed' - through magic, potions or another means - then they will rise to there feet. "Thank you. I cannot thank you enough. The demons, they sneak from above and below, and bring the undead. Please, take this -insert weapon choice- to defend yourself from them. Maybe when you return we can arrange more rewards," and the Automata winks, slowly.
The weapon will be one for one of the fighters with a melee weapon, or a longsword by default. Whatever it is, it'll be made of Black Terracotta.
Room 14 - Sneak Attack
The room is on fire - literally, piles of debris continue to burn, and smoke hangs in the air. A single finger sits slumped on top of a pile of debris.
If the party rushes to the figures aid, they discover it's literally made of straw - all the various 'bodies' they've found have at least been somewhat real. Sadly, they have fallen for the bait as several 'devils' strike.
More likely, however, is that the party will spot this trap and make a Perception check before entering. If so they will notice two 'devils' hanging off the wall above the door, waiting to drop down and block there path back out. If attacked these devils will instead drop to the side, and wait the others (1 additional attacker for every two PC's in the party) to attack from there hiding places near the 'body'. A Perception check with three degrees of success notice all of the devilss.
Tactics: The devil's goal is to cut off the party from the door, and attack from all sides. Which group, if any, manages to get the drop on the party will attack in Melee, while the other devils will fight at range.
Room 15 - Demonic Ritual, Totally Not an Illusion
The room is dark, except for the candles around a ritual circle, the words "Non ritus verum" betwee the first and second layers of the circle along with many other symbols, runes and numbers. Five cups mirror a large single cup in the centre of the circle containing something crystalline.
Suddenly, a figure robbed in crackling black lighting appears over the circle. "Soon, I shall arise! The circle has been completed!" The figure laughs deeply. It sounds strangely like a deeper version of Guildmaster Green.
The puzzle here is simple - with the circle complete the evil is being summoned. This is not, however, as simple as it might seem - damaging the circle itself will prove impossible, as the lines regrow and the ground itself knits back together when broken.
The key instead lies in the cups. One contains a small flame, one contains dirt, one pure water and one a swirling leaf (a trapped breeze, but the leaf makes it visible) while the fifth contains a small plant.
The exact solution is up to the players. Swapping the cups is an easy way to break the ritual, or introducing one of the two missing elements - darkness and light - could also work. Anything interestingly creative should see the candles flare, then drop. with a faint cry of 'noooooooooooooooooooooooooooo!'
The item in the cup in the centre is an Emerald eye, and a decoy item for the display in room 19. The real Talisman is in room 18, but this one is worth 150sp.
Room 16 - The Void
The door opens to darkness. Nothing but darkness. No light passes the doorway.
Anyone who wanders around the room for a few minutes will eventually find a plinth, with a single candle on it. This item is a Soul Candle, a candle which will never burn down but does burn blue in the presence of the undead, making it a common item for adventures.
Room 17 - Graveyard
The door to this room says 'Don't Open, Dead Inside'. An unpleasant smell wafts from under the door.
Opening the door reveals a small graveyard. The figures immediately turn towards the door and shuffle towards the door with a low groan.
This room is entirely optional, and holds nothing of interest but some 'zombies' - Automatons with a bite attack and rotten meat in there pockets, playing recorded noises that are defintely Villam Killos making moaning and occasionally demanding brains - who will simply storm towards the door. Closing the door will stop the fight, unless the 'zombies' break through to the corridor.
Tactics: None. They simply approach, attack and if the door is closed on them, bang on it. The players may occasionally hear the 'zombies' sigh, or complain about the situation.
Room 18 - The Foe in the Mirror
This huge room is well lit, chandeliers hanging from the ceiling. Nothing in the room seems out of place, except the massive mirror dominating the east side.
If the map is consulted then they quickly spot that there is a lot more room behind the mirror than they can see, including two doors. If anyone approaches the mirror, even on there own, the following triggers.
Faintly, vaguely, something is behind the reflection. More alarmingly, the reflection smiles, and begins to change.
The thing in the mirror is unique to each player - there own, personal fear. Have each player describe the shape it takes for them. This can be as large as it needs to be, within the space of the room - the illusion will cheerfully ignore little details like physics to make there terror a reality.
Special: If the party enters via the secret door from 10 into 18b, they instead get the following scene.
The door opens into a room of darkness, the only light being from the mirror to the West that dominates the room. Even in the thin light it produces a slumped figure, a young boy in a thin smock, looks up in horror. "No! No! You're not supposed to come here! Go around!" They begin scuttling backwards.
Approaching the child will result in it backing up to the wall. When an adventurer gets about halfway through the room, the child gets to its feet and the following happens. "I warned you." The child shifts, changing with horrifying speed into a nightmare. Your nightmare.
Tactics: Regardless of how the fight starts, it truly begins with the party making a Willpower test. If any of them fail then they take a -10% penalty to all tests during this battle as there fear of the image before them causes them to struggle. This is Cyarc's Nightmare Visage ability, but spread to the whole party via the power of the mirror - regardless of which side they're on Cyarc can use it.
The Brollochan will attack one enemy close to it, and try to attack one a distance away up to 3m. With 8 AP Cyarc is able to attack twice and either dodge or parry an attack. He'll say that for the biggest weapon he can see - his weakness to to iron means he tend to be leery of magic.
Once he's suitably hurt - probably reduced to 2 or 3 HP, or knocked down to 0 and forced to use his Regeneration ability - Cyarc says "Well Done", and trigger's the Mirrors second ability, and the mirror will slide back to the East wall. It will leave the party alone, but take the Brollochan with it. It also leaves a small figure of Jade where Cyarc was, of a small child holding one hand out to play. This is one of the artifacts for room 19, the door to which is now clear and unlockable from this side.
If the party studies the mirror, they will see the figure of a small child hiding on one edge, watching. This is the form Cyarc finds most comfortable, and uses to interact with the world. The Mirror gives him more powers than a young one of his kind usually has, and so the Guildmasters allow him to live here and test new comers.
Cyarc is happy to talk to anyone whose friendly, but vanishes if anyone tries to intimidate him. The Mirror is an impressive item, and won't break under usual attacks. If questioned, Cyarc is shy, but explains his parents abandoned him, as they do to any Fey that doesn't take the form they need. The Guildmasters found the abandoned child during the battle for this land, and Villos Killam took charge of him. He's very proud that he's been allowed to guard an artifact here, and assures the party they didn't hurt him - although he is wary of any iron weapons.
Room 19 - The Plinth of Legends
This room has a door to the west, north and south, although the two to north and south are well and truly sealed. Dominating the room is a statue of three gorgeous men intertwined, there cupped hands pointing to each set of doors, there faces each an expression of peace and bliss. Above the statue it says, "Give sacrifice into the hands of those who came before."
This is quite simple, and the room itself is not subtle. Each statue will reach for one of the Artifacts - the Fire Opal from room 6 will go to the North statue, the Loom from room 11 will go to the East facing statue, and the Jade statue will go the one facing South. Putting the wrong statue in the wrong set of hands will see them pass it off to the correct statue. If it's the wrong item, they'll drop it.
If the party gets the Obsidian statue from room 21 all three sets of hands will reach towards it, but hesitantly.
Once all three artifacts are in place, Villos Killam appears with a huge smile and a big hug, probably for whoever it makes the most uncomfortable. "Well done! I had few and only occasional doubts. You have passed Test of Skill! It was just like real adventure, yes? Do not talk with other regarding this test, I will find out and teeth will be recompense. If you have no teeth other things are acceptable. Here, accept this mark!" He shakes each persons hand, leaving a runic symbol on the palm of there hand. "Now, let us head back to entrance while I reset test for next poor fools."
Room 20 - Super Secret Room
The secret door slide opens with a grating noise. The inside of the room is covered with 20 crystal balls, each showing one of the rooms from within the dungeon. In the middle of the room Vilos KIlam turns slowly. "Ah. Yes. This room for monitoring the test. Not part of the test. Still, finding it deserves a reward. 100 silver each and we don't speak of it again, yes?" The massive man beams.
It is possible to ask Killam more questions here, although he isn't going to reveal any of the tests secrets. He will explain, if asked, that this is simply a control room to watch the participants and intervene if needs must.
For the greedy, haggling is possible. Killam is not skilled at bargaining, so an opposed Barter test sees him at a disadvantage. His Fellowship halved is 32%. On the other hand, if the Adventurer's fail, his offer changes - 75 silver and not disqualifying them from the test for leaving it's bounds - a threat he will follow through on, and which is the only way to fail the Test of Skill completely. Messing with the guy running your qualification exam can be a poor choice.
Room 21
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Once spotted the slight line of the secret door becomes quite obvious. Swinging inside it contains a small room with a large, ornate chest, well crafted in dark woods and bronze. The rest of the room is bare, smooth stone. There is no lock on the chest.
While the party may well be paranoid about the simple, plain room there is no trap or danger here - it's entirely safe. Depending on how many tests and rooms they've been through they may not entirely trust this, but allow them to spend some time hunting.
Inside the chest are a number of bags of silver with 100 sp and a Basic Health Potion equal to the party members. In addition is a small obsidian statue. This item will sell for 250 sp...or allow a shortcut, as it can be substituted for one of the items needed in the altar room (19).
Aftermath
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Once they exit the dungeon they're free to head to the next location.
Still, the consequences, pass or fail, does not quite end here. Each of the following things will increase there Reputation with Villam, and for every 5 it will also increase there Reputation with the Guild as a whole by 1.
- Not breaking any of the Automata, traps and scenery - +1
- Acting kindly to the 'people' in rooms 4 and 13 - +1 each
- Acting kindly to Cyarc - +2
- If they find room 20, not trying to blackmail Killam - +1
- Coming up with a non-standard but non destructive solution to a puzzle.
- Acting kindly to the 'people' in rooms 4 and 13 - +1 each
- Acting kindly to Cyarc - +2
- If they find room 20, not trying to blackmail Killam - +1
- Coming up with a non-standard but non destructive solution to a puzzle.
On the other hand, the opposite applies to these actions - each grants a -1 to there Reputation with Killam, and if they get to -5 they gain a -1 with the Guild as a whole.
- Breaking any of the Automata (as in looting them when the fall, or smashing the downed machines) - -1
- Breaking half the Automata - -2
- Breaking all the Automata - 3
- Smashing a trap or puzzle - -1
- Bullying Cyarc - -3
- Breaking half the Automata - -2
- Breaking all the Automata - 3
- Smashing a trap or puzzle - -1
- Bullying Cyarc - -3
If they have successfully completed 2 tests, then the Test of Grace should be next. If 4 have been completed then they might encounter Kell in the Test of Survival.